use crate::block::Block;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::modif::{validate_modifs, ModifKinds};
use crate::report::{warn, ErrorKey};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::trigger::validate_trigger;
use crate::validate::validate_possibly_named_color;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct CombatUnit {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnit, CombatUnit::add)
}
impl CombatUnit {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CombatUnit, key, block, Box::new(Self {}));
}
}
impl DbKind for CombatUnit {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
data.verify_exists(Item::Localization, key);
let loca = format!("{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
let mut vd = Validator::new(block, data);
vd.req_field("group");
vd.req_field("combat_unit_image");
vd.field_item("group", Item::CombatUnitGroup);
vd.field_validated_block("battle_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::Unit, vd);
});
vd.field_validated_block("upkeep_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::all(), vd);
});
vd.field_validated_block("formation_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::MilitaryFormation, vd);
});
vd.field_validated_key_block("can_build_conscript", |key, block, data| {
let mut sc = ScopeContext::new(Scopes::Country, key);
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
vd.field_list_items("unlocking_technologies", Item::Technology);
let mut seen_unconditional = None;
vd.multi_field_validated_key_block("combat_unit_image", |key, block, data| {
if let Some(unconditional) = &seen_unconditional {
let msg = "there was a previous `combat_unit_image` without a trigger, so this one will not be used";
let info = "try moving that one to the end";
warn(ErrorKey::Validation).msg(msg).info(info).loc(key).loc_msg(unconditional, "previous").push();
}
let mut vd = Validator::new(block, data);
vd.field_validated_key_block("trigger", |key, block, data| {
let mut sc = ScopeContext::new(Scopes::Culture, key);
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
if !block.has_key("trigger") {
seen_unconditional = Some(key.clone());
}
vd.field_item("texture", Item::File);
});
if seen_unconditional.is_none() {
let msg = "there should be a `combat_unit_image` with no trigger as a fallback";
warn(ErrorKey::Validation).msg(msg).loc(key).push();
}
vd.field_list_items("upgrades", Item::CombatUnit);
}
}
#[derive(Clone, Debug)]
pub struct CombatUnitGroup {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitGroup, CombatUnitGroup::add)
}
impl CombatUnitGroup {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CombatUnitGroup, key, block, Box::new(Self {}));
}
}
impl DbKind for CombatUnitGroup {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
data.verify_exists(Item::TextIcon, key);
data.verify_exists(Item::Localization, key);
let loca = format!("{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
let mut vd = Validator::new(block, data);
vd.field_choice("type", &["army", "navy"]);
vd.field_integer("manpower_max");
vd.field_bool("default_group");
vd.field_validated("color", validate_possibly_named_color);
vd.field_item("icon", Item::File);
}
}
#[derive(Clone, Debug)]
pub struct CombatUnitExperienceLevel {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitExperienceLevel, CombatUnitExperienceLevel::add)
}
impl CombatUnitExperienceLevel {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CombatUnitExperienceLevel, key, block, Box::new(Self {}));
}
}
impl DbKind for CombatUnitExperienceLevel {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
data.verify_exists(Item::Localization, key);
let mut vd = Validator::new(block, data);
vd.field_integer("level");
vd.field_item("icon", Item::File);
vd.field_integer("needed_experience");
vd.field_validated_block("unit_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::Unit, vd);
});
}
}